Thane of Blue Flames
Fire is catching.
This is why I drinkLucina is basically female Marth.
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This is why I drinkLucina is basically female Marth.
*shots consumed*Lucina is a female Marth? That's redundant.
Not necessarily. Arena Ferox doesn't imply a Fire Emblem: Awakening. Remember Smashville in Brawl, but no Animal Crossing character.I was just about to mention that Arena Ferox actually indicates Awakening'll get a rep. Marth doesn't count.
On the Melee point, I humbly point to the planned but unfinished Akaneia stage.Not necessarily. Arena Ferox doesn't imply a Fire Emblem: Awakening. Remember Smashville in Brawl, but no Animal Crossing character.
A stage from a certain game/series doesn't imply a related character, same for the other way around, as there are characters with no home stage, such as Marth and Roy in Melee and R.O.B. in Brawl.
I know that, but my point still stands.On the Melee point, I humbly point to the planned but unfinished Akaneia stage.
Here's something I've always wanted to ask you, Diddy.Also, Jake > Anna.
That means nothing, we had an Animal Crossing stage and we didn't have a single Animal Crossing character....I was just about to mention that Arena Ferox actually indicates Awakening'll get a rep. Marth doesn't count.
You always wanted to ask me this? Haven't really been too vocal about this actually. Have only stated it as a joke.Here's something I've always wanted to ask you, Diddy.
You say that you don't want a character (Anna)... yet you want a character whose entire existence resolves around her (Jake). Can you explain the logic please?
Eh, fair enough. To be fair, you mentioned the idea fairly early on in the Anna's thread's life, so to be honest, I actually did think you supported Jake over Anna. You have to be careful with jokes on the internet. Poe's Law and all that.You always wanted to ask me this? Haven't really been too vocal about this actually. Have only stated it as a joke.
I see what you mean and I'm crossing my fingers for no Awakening reps, but at this point, I fear that Awakening may have eclipsed almost everything that was there beforehand. Intelligent Systems probably begged Sakurai to include as much Awakening content as possible to entertain this new-found fan base.I do find the factor of Fire Emblem Awakening pulling out Fire Emblem from hiatus being the reason we're forced to stomach these characters to be kind of weak. Doesn't mean jack squat in the end if all it leads to is highly redundant characters.
The moment you list Eliwood as a unique or interesting character is the moment I have accepted you just despise Robin too much to be able to judge her fairly.The sword style isn't anything specialized or overly unique like Marth, Ike, Lyn, Lucina, Eliwood, Raven, Joshua very distinct styles (just to name a wide variety of more exciting fighters, even if we're just sticking to swords.)
Give them a chance.I care little about the magic because, sadly, ranged characters in smash have a history of not being done justice. It's why I'm hesitant to support a magic-based FE user - just look at the treatment Zelda got.
It's true. His boomerang had decent knock-back.Japanese Smash 64 Link was apperantly really overpowered. Not near Pikachu levels, but significantly better than in other version, or so I heard.
I really like this idea actually! Aether should also look more flashy.The first part of Aether should heal Ike based on damage done, and it should be followed up with an attack that breaks shields.
Hey when you can stand literally anywhere and make the wind blow your cape, then you can tell me Chrom isn't a badass.Can't even make the excuse that Chrom was the first Lord I've ever encountered, because by technically standards that honer belongs to Marth from Super Smash Bros. Melee, or if we're talking solely by the standpoint of Fire Emblem, Lyndis. As such, I have zero bias for Chrom in that regard.
Also, lol, Chrom being badass.
That line and his talk with Lucina are two of my favorite moments in that game .Hey when you can stand literally anywhere and make the wind blow your cape, then you can tell me Chrom isn't a badass.
I mean really, on the final boss when you're getting swarmed by enemies, and he's all like, "ANYTHING CAN CHANGE!" it's ****ing epic. Don't even give me that ****.
I've come to grips with the fact that Chrom is likely to be similar to Ike or Marth, which is why I'd prefer Marth and Ike to stay. Although it's mainly because I've started Path of Radiance and love Ike to death. He's great.
I know that feeling.Donkey Kong would've been a fine heavy character in Brawl if King Dedede didn't have that ******** chaingrab on him...
Brawl DK just played so damn right. Easily one of the most fun characters to play as, and look what ruins him so simply...I know that feeling.
We get an Donkey Kong that feels fun to play as, especially being one of the few veterans that benefited from the mechanics of Brawl, and that's killed off by being nasty chain grab bait. Him and Bowser.
The game doesn't have any challenge after Ch 3.I found the Awakening Endgame was too easy, even with enemies spawning every turn, it was just too easy, just get near Grima and he really isn't that hard. A really fun and challenging endgame was in PoR, I won't spoil as I know Scoliosis recently started the game.
Oh, I am sure Falco will be fine if he lost something. Having the fastest vertical speed, one of the best spikes, and the best projectile is already more than enough. I am not sure how Falco's blaster has remained as it has for two games. I think Fox's blaster in SSB64 did it right: It was spaced out in such a way that you could just barely weave through it as the majority of the cast, but it still gave Fox a lot of control.I hope they find a way to nerf chain-grabs as it isn't to use or be caught. Sure Falco and IC might lose there edge, but there are plenty of other ways a character can be viable.
True on the first part, but I hardly ever used the Pair Up system in my first run in Awakening, mostly because I wasn't sure if it was effective when I first played. I also didn't know reaping boxes existed during my first run. Yet, for some reason it was still a little underwhelming.The game doesn't have any challenge after Ch 3.
The pairing system is too much. It absolutely trivializes a number of mechanics, such as speed penalties. What is more is it makes Fire Emblem more volatile than it already is; the difference between an attack and an attack followed up by a dual strike, is immense. I LOVE the concept of visibly having the characters fight together, but Dual strikes should only be dealing like maybe half damage, and the base stat bonuses are unnecessary. Getting bonuses to stats like atk, def, avoid, hit, etc., was already more than enough. Simply having the characters able to stack without the Rescue penalties and restrictions of the past is huge.
Awakening, like Thracia 776, is largely fake difficulty. The only thing that will kill you, besides Counter (usually by someone who initiated the attack), are reinforcements. As it stands, it is a memory game. I am all for enemy reinforcements forcing the player to have to respond and adapt, but vague text hints are not sufficient enough telegraphing. Sometimes the game doesn't even grant you that. Either have them appear and not attack until next turn (maybe have them not give XP), or have some kind of warning graphic that suggests where they could come from.
Having fliers that can attack up to 10 cells away appear on a map that is only 16 cells wide, with enough speed to double healers, is a bit much. I fully anticipated that flying units would appear from the side of the screen, and walled off my healers, and Lissa still died because they had Spears.
It just upsets me. Path of Radiance is by far the best designed FE as of recent as far as difficulty is concerned. The Maniac difficulty found on the Japanese version is what Lunatic should have been modelled after.
Oh, I am sure Falco will be fine if he lost something. Having the fastest vertical speed, one of the best spikes, and the best projectile is already more than enough. I am not sure how Falco's blaster has remained as it has for two games. I think Fox's blaster in SSB64 did it right: It was spaced out in such a way that you could just barely weave through it as the majority of the cast, but it still gave Fox a lot of control.
Personally, I wish they'd keep it.So, what does everybody think about the open-ended overworld feature found in Sacred Stones and Awakening?
It's fine as long as the map isn't accessible in moments of the story when it doesn't make sense(looking at you, Awakening chapter 9 through 11 ).So, what does everybody think about the open-ended overworld feature found in Sacred Stones and Awakening?
It can be fun but I don't prefer it. It makes you're overall strategy for going through a game redundant as you can simply iron out weaker characters with risen matches. In other games you can't be as careless with your distribution of exp and it can be pretty challenging training a weak unit later on.So, what does everybody think about the open-ended overworld feature found in Sacred Stones and Awakening?